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authorsilverice <none@none>2010-04-04 03:46:38 +0300
committersilverice <none@none>2010-04-04 03:46:38 +0300
commit5dfcccdd85691c79e93af7555eafc55214d0471e (patch)
treee91f144e0ec4f0610c6b2c14ccde7b99dc30eb47 /src/game/Object.cpp
parent917193eda513d762260a9e4fd4904f00ff407caf (diff)
correct movement packet broadcasting
mover should be source of movement packets, not player resolves problem that movements of controlled unit not visible for nearby players (you can detect it only when controlled unit too far from player-controller) --HG-- branch : trunk
Diffstat (limited to 'src/game/Object.cpp')
-rw-r--r--src/game/Object.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/game/Object.cpp b/src/game/Object.cpp
index a5279e6a581..61f56cb0b81 100644
--- a/src/game/Object.cpp
+++ b/src/game/Object.cpp
@@ -1656,6 +1656,12 @@ void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*
VisitNearbyWorldObject(dist, notifier);
}
+void WorldObject::SendMessageToSet(WorldPacket *data, Player const* skipped_rcvr)
+{
+ Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance(), false, skipped_rcvr);
+ VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
+}
+
void WorldObject::SendObjectDeSpawnAnim(uint64 guid)
{
WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);